yeah, of course. I can loan you a piece of code, the event in question, but I doubt the problem will reproduce in your end... it seems to be a very picky bug... and I can't let you have the whole piece of code (a mission) since it's sensitive unreleased material... but here's the rule that's been giving me trouble (one of many)
RULE event Reinforcements
:action
SelectEx(s.ship & s.race=#race_player,
setUndamageable(s.this,1);
);
guiselect(0);
e.randVec := Vnorm(VRandomDir());
e.mult := round(rnd(21000,23000));
e.attackVec:= Vadd(m.pen:position, vMul(e.mult,e.randVec));
e.camVec := Vadd(m.pen:position, vMul(e.mult-5000,e.randVec));
camMoveTo(e.camVec:x, e.camVec:y, e.camVec:z, e.attackVec:x, e.attackVec:y, e.attackVec:z, 1, 5);
e.vec := vAdd(e.attackVec,vec(-3097, 1528, -1155));
e.vec2 := vAdd(e.attackVec,vec(3097, 1528, -1155));
e.sel := MEvent(Create_place_super_wraithcruiser_trio, e.coord := p.attackVec ; e.machine := M:GetMachine("Main") );
execList(e.sel,
M:GetMachine("Hyperspace"):ChangeState(InitJP,e.ship1:=s.this);
);
e.sel :=MEvent(Create_place_super_wraithcruiser_trio, e.coord := p.vec ; e.machine := M:GetMachine("Main") );
execList(e.sel,
M:GetMachine("Hyperspace"):ChangeState(InitJP,e.ship1:=s.this);
);
// sel := MEvent(Create_place_super_wraithcruiser_trio, e.coord := vec2 ; e.machine := M:GetMachine("Main") );
// ExecList(sel,
// M:GetMachine("Hyperspace"):ChangeState(InitJP,e.ship1:=s.this);
// );
delay(0,7,
M:GetMachine("Hyperspace"):ChangeState(IncomingJumpPoint,0);
,0);
:end //For some reason, in this event, all the "e." variables didn't work at all...
//So I just used regular ones. A bit messier, I know, but the only option I could think of...
END
The STATE's name's Reinforcements and the parent machine is Machine "Main"
I never really got to test anything past the vAdd line, as it'll give me an error there, as the game would interpeitate e.randVec as 0 and not a vector